Updated OptionMenu based on main

This commit is contained in:
Adastram 2024-01-14 17:57:36 +01:00
commit 24b6090385
13 changed files with 541 additions and 128 deletions

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@ -32,23 +32,23 @@ class WolfAI(MobAI):
# On vérifie que le loup peut voir le joueur # On vérifie que le loup peut voir le joueur
if player_distance <= self.ATTACK_DISTANCE: if player_distance <= self.ATTACK_DISTANCE:
# On rétablit la vitesse du loup à 1 # On rétablit la vitesse du loup à 60
self.entity.max_speed = 1. self.entity.max_speed = 60.
# Si le loup touche le joueur, il lui inflige des dégats # Si le loup touche le joueur, il lui inflige des dégats
if player.get_collisions_with_entity(self.entity): if player.get_collisions_with_entity(self.entity):
player.take_damages(1) player.take_damages(1)
# Si le loup n'est pas déja sur le joueur, on le fait s'en raprocher # Si le loup n'est pas déja sur le joueur, on le fait s'en raprocher
if player_distance > self.entity.max_speed: if player_distance > 1.:
self.entity.move(x_distance / player_distance*self.entity.max_speed, self.entity.move(x_distance / player_distance*self.entity.max_speed,
y_distance / player_distance*self.entity.max_speed, self.map_manager) y_distance / player_distance*self.entity.max_speed, self.map_manager, delta)
else: else:
# Comportement d'attente # Comportement d'attente
# On diminue la vitesse # On diminue la vitesse
self.entity.max_speed = 0.5 self.entity.max_speed = 30.
self.timer -= delta self.timer -= delta
# Si le timer est fini et que le loup était en train d'attendre, il commence à marcher # Si le timer est fini et que le loup était en train d'attendre, il commence à marcher
@ -66,4 +66,4 @@ class WolfAI(MobAI):
# On fait avancer le loup quand il le doit # On fait avancer le loup quand il le doit
if self.comportment == 1: if self.comportment == 1:
self.entity.move(self.walk_x, self.walk_y, self.map_manager) self.entity.move(self.walk_x, self.walk_y, self.map_manager, delta)

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@ -17,11 +17,11 @@ class Camera:
self.target_y = self.y self.target_y = self.y
self.target_zoom = self.zoom self.target_zoom = self.zoom
self.smoothness = 20. self.smoothness = 0.5
self.followed_entity: Entity | None = None self.followed_entity: Entity | None = None
def update(self, zoom: float): def update(self, delta: float, zoom: float):
"""Met à jour la caméra. Permet, par exemple, de faire le scrolling.""" """Met à jour la caméra. Permet, par exemple, de faire le scrolling."""
if not self.DEBUG_MODE: if not self.DEBUG_MODE:
@ -34,9 +34,9 @@ class Camera:
self.target_y = (self.followed_entity.y + self.followed_entity.mouvements[1] * self.target_y = (self.followed_entity.y + self.followed_entity.mouvements[1] *
self.player_moving_offset / self.zoom) self.player_moving_offset / self.zoom)
self.x += (self.target_x - self.x) / self.smoothness self.x += (self.target_x - self.x)*delta / self.smoothness
self.y += (self.target_y - self.y) / self.smoothness self.y += (self.target_y - self.y)*delta / self.smoothness
self.zoom += (self.target_zoom - self.zoom) / self.smoothness self.zoom += (self.target_zoom - self.zoom)*delta / self.smoothness
def follow_entity(self, entity: Entity | None): def follow_entity(self, entity: Entity | None):
"""Active le suivit de l'entité donnée. Mettre `None` pour retirer le suivit.""" """Active le suivit de l'entité donnée. Mettre `None` pour retirer le suivit."""

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@ -1,14 +1,11 @@
import json import json
from types import FunctionType from types import FunctionType
import src.engine.engine as engine
from src.engine.event_handler import EventHandler
class DialogsManager: class DialogsManager:
"""Classe qui gère la lecture des dialogues.""" """Classe qui gère la lecture des dialogues."""
def __init__(self, event_handler: EventHandler): def __init__(self, engine: 'engine.Engine'):
self.event_handler = event_handler self.engine = engine
self.current_dialogs = [] self.current_dialogs = []
self.current_dialog_id = -1 self.current_dialog_id = -1
self.dialogs = {} self.dialogs = {}
@ -31,8 +28,6 @@ class DialogsManager:
else: else:
self.next_dialog() self.next_dialog()
print("next")
def next_dialog(self): def next_dialog(self):
"""Passe au dialogue suivant. Appelle le callback si le dialogue est fini.""" """Passe au dialogue suivant. Appelle le callback si le dialogue est fini."""
self.current_dialog_id += 1 self.current_dialog_id += 1
@ -43,7 +38,8 @@ class DialogsManager:
self.current_dialog_id = -1 self.current_dialog_id = -1
self.writing_dialog = False self.writing_dialog = False
self.reading_dialog = False self.reading_dialog = False
self.event_handler.remove_button_area("next_dialog") self.engine.entity_manager.resume()
self.engine.event_handler.remove_button_area("next_dialog")
if self.dialogue_finished_callback is not None: if self.dialogue_finished_callback is not None:
self.dialogue_finished_callback() self.dialogue_finished_callback()
@ -52,7 +48,9 @@ class DialogsManager:
# Si un dialogue n'est pas déja lancé, on lance le dialogue au nom donné # Si un dialogue n'est pas déja lancé, on lance le dialogue au nom donné
if not self.reading_dialog: if not self.reading_dialog:
self.event_handler.register_button_area((0, 0, 1, 1), self.next_signal, "next_dialog", 2) self.engine.entity_manager.pause()
self.engine.event_handler.register_button_area((0, 0, 1, 1), self.next_signal, "next_dialog", 2)
self.current_dialogs = self.dialogs[name] self.current_dialogs = self.dialogs[name]
self.current_dialog_id = 0 self.current_dialog_id = 0

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@ -1,3 +1,5 @@
import time
from src.engine.boss_fight_manager import BossFightManager from src.engine.boss_fight_manager import BossFightManager
from src.engine.camera import Camera from src.engine.camera import Camera
from src.engine.dialogs_manager import DialogsManager from src.engine.dialogs_manager import DialogsManager
@ -25,8 +27,6 @@ class Engine:
# Etat courant du jeu # Etat courant du jeu
self.game_state = GameState.NORMAL self.game_state = GameState.NORMAL
self.clock = pygame.time.Clock()
self.running = False self.running = False
# Composants du moteur de jeu # Composants du moteur de jeu
@ -38,7 +38,7 @@ class Engine:
self.entity_manager = EntityManager(self.map_manager) self.entity_manager = EntityManager(self.map_manager)
self.boss_fight_manager = BossFightManager(self) self.boss_fight_manager = BossFightManager(self)
self.event_sheduler = EventSheduler(self) self.event_sheduler = EventSheduler(self)
self.dialogs_manager = DialogsManager(self.event_handler) self.dialogs_manager = DialogsManager(self)
self.menu_manager = MenuManager(self) self.menu_manager = MenuManager(self)
self.sound_manager = SoundManager(self.settings_manager.get_music_master_volume(), self.sound_manager = SoundManager(self.settings_manager.get_music_master_volume(),
self.settings_manager.get_sound_global_master_volume(), self.settings_manager.get_sound_global_master_volume(),
@ -49,20 +49,26 @@ class Engine:
"""Fonction à lancer au début du programme et qui va lancer les updates dans une boucle. """Fonction à lancer au début du programme et qui va lancer les updates dans une boucle.
Attend jusqu'à la fin du jeu.""" Attend jusqu'à la fin du jeu."""
self.running = True self.running = True
while self.running:
self.update()
self.clock.tick(60.)
def update(self): delta = 1. # Le delta est le temps depuis la dernière image
last_time = time.time_ns()/10E8
while self.running:
self.update(delta)
new_time = time.time_ns()/10E8
delta = new_time-last_time
last_time = new_time
def update(self, delta: float):
"""Fonction qui regroupe toutes les updates des composants. Elle permet de mettre à jour le jeu quand on """Fonction qui regroupe toutes les updates des composants. Elle permet de mettre à jour le jeu quand on
l'appelle.""" l'appelle."""
self.camera.update(self.settings_manager.get_zoom()) self.camera.update(delta, self.settings_manager.get_zoom())
self.entity_manager.update(0.016666666) self.entity_manager.update(delta)
self.renderer.update(0.016666666) self.renderer.update(delta)
self.event_handler.update() self.event_handler.update(delta)
self.event_sheduler.update() self.event_sheduler.update()
self.dialogs_manager.update(0.016666666) self.dialogs_manager.update(delta)
self.sound_manager.update(1/60, self.settings_manager.get_music_master_volume(), self.sound_manager.update(delta, self.settings_manager.get_music_master_volume(),
self.settings_manager.get_sound_global_master_volume(), self.settings_manager.get_sound_global_master_volume(),
self.settings_manager.get_sound_master_volume()) self.settings_manager.get_sound_master_volume())

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@ -11,6 +11,8 @@ class Entity:
self.x = 8 self.x = 8
self.y = 8 self.y = 8
self.locked = False # Variable définissant si l'entité est bloqué ou non (.lock() et .unlock())
self.direction = 0 # 0 : tourné vers la droite (ou sens par défaut), 1 : tourné vers la gauche (ou retourné) self.direction = 0 # 0 : tourné vers la droite (ou sens par défaut), 1 : tourné vers la gauche (ou retourné)
# Variables utilisées pour détecter les mouvements # Variables utilisées pour détecter les mouvements
@ -63,8 +65,23 @@ class Entity:
# Si les coordonnées ont changé, l'entité a bougé # Si les coordonnées ont changé, l'entité a bougé
self.mouvements[0] = (self.x - self.last_x) / self.max_speed x_motion = (self.x - self.last_x)
self.mouvements[1] = (self.y - self.last_y) / self.max_speed
if x_motion > 0:
self.mouvements[0] = 1
elif x_motion < 0:
self.mouvements[0] = -1
else:
self.mouvements[0] = 0
y_motion = (self.y - self.last_y)
if y_motion > 0:
self.mouvements[1] = 1
elif y_motion < 0:
self.mouvements[1] = -1
else:
self.mouvements[1] = 0
self.last_x = self.x self.last_x = self.x
self.last_y = self.y self.last_y = self.y
@ -114,55 +131,67 @@ class Entity:
return collision return collision
def move(self, x: float, y: float, map_manager: MapManager): def move(self, x: float, y: float, map_manager: MapManager, delta: float):
"""Fait bouger l'entité en tenant compte des collisions.""" """Fait bouger l'entité en tenant compte des collisions."""
# On vérifie le sens du mouvement pour changer self.direction if not self.locked: # Si l'entité n'est pas verrouillée on calcul le mouvement
if x > 0:
self.direction = 0 # On vérifie le sens du mouvement pour changer self.direction
elif x < 0:
self.direction = 1
# On ne met pas de else car si x = 0, on ne change pas de direction
# On normalise la vitesse
initial_speed = math.sqrt(x**2+y**2)
x = x/initial_speed*self.max_speed
y = y/initial_speed*self.max_speed
# On simule le mouvement. Si on ne rencontre pas de collision, on applique le mouvement
if not self.get_collisions(self.x + x, self.y, map_manager):
self.x += x
else:
# Si on a une collision, on avance pixel par pixel jusqu'à atteindre la collision
i = 0
if x > 0: if x > 0:
while not self.get_collisions(self.x + i, self.y, map_manager): self.direction = 0
i += 1 elif x < 0:
i -= 1 self.direction = 1
# On ne met pas de else car si x = 0, on ne change pas de direction
# On normalise la vitesse
initial_speed = math.sqrt(x**2+y**2)
x = x*delta/initial_speed*self.max_speed
y = y*delta/initial_speed*self.max_speed
# On simule le mouvement. Si on ne rencontre pas de collision, on applique le mouvement
if not self.get_collisions(self.x + x, self.y, map_manager):
self.x += x
else: else:
while not self.get_collisions(self.x + i, self.y, map_manager): # Si on a une collision, on avance pixel par pixel jusqu'à atteindre la collision
i = 0
if x > 0:
while not self.get_collisions(self.x + i, self.y, map_manager):
i += 1
i -= 1 i -= 1
i += 1 else:
while not self.get_collisions(self.x + i, self.y, map_manager):
self.x += i i -= 1
# On répète le procédé avec l'ordonnée
if not self.get_collisions(self.x, self.y + y, map_manager):
self.y += y
else:
i = 0
if y > 0:
while not self.get_collisions(self.x, self.y + i, map_manager):
i += 1 i += 1
i -= 1
else:
while not self.get_collisions(self.x, self.y + i, map_manager):
i -= 1
i += 1
self.y += i self.x += i
# On répète le procédé avec l'ordonnée
if not self.get_collisions(self.x, self.y + y, map_manager):
self.y += y
else:
i = 0
if y > 0:
while not self.get_collisions(self.x, self.y + i, map_manager):
i += 1
i -= 1
else:
while not self.get_collisions(self.x, self.y + i, map_manager):
i -= 1
i += 1
self.y += i
def link_animation(self, name: str): def link_animation(self, name: str):
"""Met à jour l'animation en cours de l'entité.""" """Met à jour l'animation en cours de l'entitée."""
self.animation_name = name self.animation_name = name
def lock(self):
"""Bloque tout les mouvements de l'entitée"""
self.locked = True
def unlock(self):
"""Débloque tout les mouvements de l'entitée"""
self.locked = False

View file

@ -8,6 +8,8 @@ class EntityManager:
self.entities: dict[str:Entity] = {} self.entities: dict[str:Entity] = {}
self.player_entity_name = "" self.player_entity_name = ""
self.map_manager = map_manager self.map_manager = map_manager
self.locked_before_pause: list[Entity] = []
self.paused = False
def register_entity(self, name: str) -> Entity: def register_entity(self, name: str) -> Entity:
"""Crée une entité et l'enregistre dans un dictionnaire.""" """Crée une entité et l'enregistre dans un dictionnaire."""
@ -19,10 +21,10 @@ class EntityManager:
"""Définit l'entité donnée comme le joueur. Elle peut donc être controlée.""" """Définit l'entité donnée comme le joueur. Elle peut donc être controlée."""
self.player_entity_name = name self.player_entity_name = name
def move_player_controls(self, x: float, y: float): def move_player_controls(self, x: float, y: float, delta: float):
"""Bouge le joueur. X et y doivent être compris entre 0 et 1""" """Bouge le joueur. X et y doivent être compris entre 0 et 1"""
player: Entity = self.get_by_name(self.player_entity_name) player: Entity = self.get_by_name(self.player_entity_name)
player.move(x, y, self.map_manager) player.move(x, y, self.map_manager, delta)
def update(self, delta: float): def update(self, delta: float):
"""Met à jour toutes les entités enregistrées.""" """Met à jour toutes les entités enregistrées."""
@ -32,7 +34,7 @@ class EntityManager:
if entity.life_points == 0: if entity.life_points == 0:
self.entities.pop(entity_name) self.entities.pop(entity_name)
if entity.brain is not None: if entity.brain is not None and not self.paused:
entity.brain.update(delta) entity.brain.update(delta)
if self.player_entity_name: if self.player_entity_name:
@ -49,3 +51,21 @@ class EntityManager:
def get_by_name(self, name: str) -> Entity: def get_by_name(self, name: str) -> Entity:
"""Donne l'entité avec le nom donné.""" """Donne l'entité avec le nom donné."""
return self.entities[name] return self.entities[name]
def pause(self):
"""Met en pause tout les mouvements de toutes les entitées"""
for e in self.get_all_entities():
if e.locked:
self.locked_before_pause.append(e)
else:
e.lock()
self.paused = True
def resume(self):
"""Reprend les mouvement de toutes les entitées qui n'étaient pas lock avant l'appel de .pause()"""
for e in self.get_all_entities():
if not e in self.locked_before_pause:
e.unlock()
self.paused = False
self.locked_before_pause = []

View file

@ -14,7 +14,9 @@ class EventHandler:
self.engine = core self.engine = core
self.key_pressed = [] self.key_pressed = []
self.buttons_area = [] self.buttons_area = []
self.hovered_area = [] self.hovered_buttons_area = []
self.hovered_sliders_area = []
self.sliders_area = []
@staticmethod @staticmethod
def get_click_collision(rect: tuple[float | int, float | int, float | int, float | int], point: tuple[int, int], def get_click_collision(rect: tuple[float | int, float | int, float | int, float | int], point: tuple[int, int],
@ -40,7 +42,7 @@ class EventHandler:
callback: FunctionType | classmethod | staticmethod, name: str, callback: FunctionType | classmethod | staticmethod, name: str,
is_window_relative: int = -1, is_window_relative: int = -1,
hover_callback: FunctionType | classmethod | staticmethod = None): hover_callback: FunctionType | classmethod | staticmethod = None):
"""Enregistre une zone comme bouton. La fonction donnée sera donc executé lorsque la zone sur la fenêtre """Enregistre une zone comme bouton. La fonction donnée sera donc executée lorsque la zone sur la fenêtre
sera cliqué. is_window_relative doit être 0 pour que le rect soit multipliée par la largeur de la fenêtre et 1 sera cliqué. is_window_relative doit être 0 pour que le rect soit multipliée par la largeur de la fenêtre et 1
pour qu'elle soit multipliée par la hauteur""" pour qu'elle soit multipliée par la hauteur"""
self.buttons_area.append((rect, callback, is_window_relative, name, hover_callback)) self.buttons_area.append((rect, callback, is_window_relative, name, hover_callback))
@ -56,9 +58,51 @@ class EventHandler:
self.buttons_area = cleared_list self.buttons_area = cleared_list
def update(self): def register_slider_area(self, size: tuple[float | int, float | int],
motion_rect: tuple[float | int, float | int, float | int, float | int],
motion_axes: tuple[bool, bool],
name: str,
is_window_relative: int = -1,
clicked_callback: FunctionType | classmethod | staticmethod = None,
released_callback: FunctionType | classmethod | staticmethod = None,
motion_callback: FunctionType | classmethod | staticmethod = None,
hover_callback: FunctionType | classmethod | staticmethod = None):
"""Enregistre une zone comme une zone déplaçable à l'écran."""
self.sliders_area.append([[motion_rect[0], motion_rect[1], *size], is_window_relative, False, (0, 0),
motion_axes, motion_rect,
clicked_callback, released_callback, hover_callback, motion_callback, name])
# Le premier booléen correspond à l'état de suivi de la souris
def remove_slider_area(self, name: str):
"""Supprime les sliders aux noms donnés."""
# On itère dans toute la liste et on ne garde que les éléments ne portant pas le nom cherché
cleared_list = []
for area in self.sliders_area:
if area[10] != name:
cleared_list.append(area)
self.sliders_area = cleared_list
@staticmethod
def get_slider_area_values(slider: list):
"""Donne la valeur de la zone de slider donnée."""
if slider[5][2]:
x_value = round((slider[0][0]-slider[5][0])/slider[5][2], 5)
else:
x_value = -1
if slider[5][3]:
y_value = round((slider[0][1]-slider[5][1])/slider[5][3], 5)
else:
y_value = -1
return x_value, y_value
def update(self, delta: float):
"""Vérifie s'il y a de nouvelles interactions et les traites.""" """Vérifie s'il y a de nouvelles interactions et les traites."""
window_size = display.get_window_size()
# Récupère les événements # Récupère les événements
for e in event.get(): for e in event.get():
if e.type == QUIT: if e.type == QUIT:
@ -74,27 +118,98 @@ class EventHandler:
for area in self.buttons_area: for area in self.buttons_area:
if self.get_click_collision(area[0], e.pos, area[2]): if self.get_click_collision(area[0], e.pos, area[2]):
area[1]() area[1]()
for area in self.sliders_area:
if self.get_click_collision(
(area[0][0]-area[0][2]/2, area[0][1]-area[0][3]/2, area[0][2], area[0][3]),
e.pos, area[1]):
area[2] = True
if area[1] == 0:
area[3] = (e.pos[0]/window_size[0] - area[0][0], e.pos[1]/window_size[0] - area[0][1])
elif area[1] == 1:
area[3] = (e.pos[0]/window_size[1] - area[0][0], e.pos[1]/window_size[1] - area[0][1])
elif area[1] == 2:
area[3] = (e.pos[0]/window_size[0] - area[0][0], e.pos[1]/window_size[1] - area[0][1])
else:
area[3] = (e.pos[0] - area[0][0], e.pos[1] - area[0][1])
if area[6] is not None:
area[6](self.get_slider_area_values(area))
elif e.type == MOUSEBUTTONUP:
for area in self.sliders_area:
if area[2]:
area[2] = False
if area[7] is not None:
area[7](self.get_slider_area_values(area))
elif e.type == MOUSEMOTION: elif e.type == MOUSEMOTION:
for area in self.buttons_area: for area in self.buttons_area:
if area[4] is not None: if area[4] is not None:
if self.get_click_collision(area[0], e.pos, area[2]): if self.get_click_collision(area[0], e.pos, area[2]):
if area not in self.hovered_area: if area not in self.hovered_buttons_area:
area[4](True) area[4](True)
self.hovered_area.append(area) self.hovered_buttons_area.append(area)
else: else:
if area in self.hovered_area: if area in self.hovered_buttons_area:
area[4](False) area[4](False)
self.hovered_area.remove(area) self.hovered_buttons_area.remove(area)
for area in self.sliders_area:
if area[2]:
if area[4][0]:
if area[1] == 0:
area[0][0] = e.pos[0]/window_size[0]-area[3][0]
elif area[1] == 1:
area[0][0] = e.pos[0]/window_size[1]-area[3][0]
elif area[1] == 2:
area[0][0] = e.pos[0]/window_size[0]-area[3][0]
else:
area[0][0] = e.pos[0] - area[3][0]
if area[4][1]:
if area[1] == 0:
area[0][1] = e.pos[1]/window_size[0]-area[3][1]
elif area[1] == 1:
area[0][1] = e.pos[1]/window_size[1]-area[3][1]
elif area[1] == 2:
area[0][1] = e.pos[1]/window_size[1]-area[3][1]
else:
area[0][1] = e.pos[1]-area[3][1]
if area[0][0] < area[5][0]:
area[0][0] = area[5][0]
if area[0][0] > area[5][0]+area[5][2]:
area[0][0] = area[5][0]+area[5][2]
if area[0][1] < area[5][1]:
area[0][1] = area[5][1]
if area[0][1] > area[5][1]+area[5][3]:
area[0][1] = area[5][1]+area[5][3]
if area[9] is not None:
area[9](self.get_slider_area_values(area))
if area[8] is not None:
if self.get_click_collision(
(area[0][0] - area[0][2] / 2, area[0][1] - area[0][3] / 2, area[0][2], area[0][3]),
e.pos, area[1]):
if area not in self.hovered_sliders_area:
area[8](True)
self.hovered_sliders_area.append(area)
else:
if area in self.hovered_sliders_area:
area[8](False)
self.hovered_sliders_area.remove(area)
if self.engine.entity_manager.player_entity_name: if self.engine.entity_manager.player_entity_name:
if K_RIGHT in self.key_pressed: if K_RIGHT in self.key_pressed:
self.engine.entity_manager.move_player_controls(1, 0) self.engine.entity_manager.move_player_controls(1, 0, delta)
if K_LEFT in self.key_pressed: if K_LEFT in self.key_pressed:
self.engine.entity_manager.move_player_controls(-1, 0) self.engine.entity_manager.move_player_controls(-1, 0, delta)
if K_UP in self.key_pressed: if K_UP in self.key_pressed:
self.engine.entity_manager.move_player_controls(0, -1) self.engine.entity_manager.move_player_controls(0, -1, delta)
if K_DOWN in self.key_pressed: if K_DOWN in self.key_pressed:
self.engine.entity_manager.move_player_controls(0, 1) self.engine.entity_manager.move_player_controls(0, 1, delta)
if K_SPACE in self.key_pressed: if K_SPACE in self.key_pressed:
self.engine.dialogs_manager.next_signal() self.engine.dialogs_manager.next_signal()
@ -106,7 +221,7 @@ class EventHandler:
if K_p in self.key_pressed: if K_p in self.key_pressed:
self.engine.renderer.emit_particles(math.floor(self.engine.entity_manager.get_by_name("player").x), self.engine.renderer.emit_particles(math.floor(self.engine.entity_manager.get_by_name("player").x),
math.floor(self.engine.entity_manager.get_by_name("player").y), math.floor(self.engine.entity_manager.get_by_name("player").y),
16, 16, 16, 1, 8, 0, 1, 0.2, 1., (0, 200, 200)) 16, 16, 16, 1, 8, 0, 60., 0.2, 1., (0, 200, 200))
if K_o in self.key_pressed: if K_o in self.key_pressed:
print(f"Player pos: X = {self.engine.entity_manager.get_by_name('player').x} " print(f"Player pos: X = {self.engine.entity_manager.get_by_name('player').x} "
f"Y = {self.engine.entity_manager.get_by_name('player').y}") f"Y = {self.engine.entity_manager.get_by_name('player').y}")

View file

@ -7,30 +7,74 @@ import src.engine.engine
class Widget: class Widget:
"""Classe parente des widgets de menu.""" """Classe parente des widgets de menu."""
def __init__(self, x, y, is_window_relative): def __init__(self, x, y, is_window_relative, widget_name):
self.x = x self.x = x
self.y = y self.y = y
self.is_window_relative = is_window_relative self.is_window_relative = is_window_relative
self.widget_name = widget_name
class Label(Widget): class Label(Widget):
"""Un widget de texte.""" """Un widget de texte."""
def __init__(self, x: int | float, y: int | float, text: str, size: int | float, color: tuple[int, int, int], def __init__(self, x: int | float, y: int | float, text: str, size: int | float, color: tuple[int, int, int],
centered: bool = False, is_window_relative: int = -1): widget_name: str, centered: bool = False, is_window_relative: int = -1):
super().__init__(x, y, is_window_relative) super().__init__(x, y, is_window_relative, widget_name)
self.text = text self.text = text
self.size = size self.size = size
self.centered = centered self.centered = centered
self.color = color self.color = color
class Slider(Widget):
"""Un widget pouvant être glissé pour récupérer une valeur."""
def __init__(self, cursor_size: tuple[int | float, int | float],
area_rect: tuple[int | float, int | float],
width: int | float,
base_image: pygame.Surface,
hover_image: pygame.Surface,
rail_image: pygame.Surface,
widget_name: str,
value_changed_callback: FunctionType | classmethod | staticmethod | None = None,
is_window_relative: int = -1,
area_name: str = "menu_slider"):
super().__init__(area_rect[0], area_rect[1], is_window_relative, widget_name)
self.base_image = base_image
self.hover_image = hover_image
self.rail_image = rail_image
self.area_name = area_name
self.value_changed_callback = value_changed_callback
self.hovered = False
self.follow_mouse = False
self.cursor_size = cursor_size
self.value = 0.
self.width = width
def set_hover_state(self, state: bool):
"""Modifie la valeur du hover."""
self.hovered = state
def set_value(self, values: tuple[float, float]):
"""Appelée lorsque la valeur du slider est modifiée."""
new_value = values[0]
if new_value != self.value:
self.value = new_value
if self.value_changed_callback is not None:
self.value_changed_callback(self.value)
def get_value(self):
"""Retourne la valeur entre 0.0 et 1.0 du slider."""
return self.value
class Button(Widget): class Button(Widget):
"""Un widget de bouton.""" """Un widget de bouton."""
def __init__(self, x: int | float, y: int | float, text: str, size: int | float, color: tuple[int, int, int], def __init__(self, x: int | float, y: int | float, text: str, size: int | float, color: tuple[int, int, int],
callback: FunctionType | classmethod | staticmethod, base_image: pygame.Surface, callback: FunctionType | classmethod | staticmethod, base_image: pygame.Surface,
hover_image: pygame.Surface, centered: bool = False, is_window_relative: int = -1, hover_image: pygame.Surface, widget_name: str, centered: bool = False, is_window_relative: int = -1,
area_name: str = "menu_button"): area_name: str = "menu_button"):
super().__init__(x, y, is_window_relative) super().__init__(x, y, is_window_relative, widget_name)
self.text = text self.text = text
self.size = size self.size = size
self.color = color self.color = color
@ -68,28 +112,48 @@ class MenuManager:
"""Ajoute le menu donné au manager de menu avec le nom donné.""" """Ajoute le menu donné au manager de menu avec le nom donné."""
self.menus[name] = menu self.menus[name] = menu
def get_widgets_at_name(self, menu_name: str, widget_name: str):
"""Donne le widget au nom donné dans le menu au nom donné."""
menu = self.menus[menu_name]
found_sliders = []
for widget in menu.widgets:
if widget.widget_name == widget_name:
found_sliders.append(widget)
return found_sliders
def show(self, name: str): def show(self, name: str):
"""Affiche le menu au nom donné.""" """Affiche le menu au nom donné."""
self.active_menu = self.menus[name] self.active_menu = self.menus[name]
# On itère dans tous les bouttons pour leur ajouter une interaction # On itère dans tous les bouttons pour leur ajouter une interaction
for btn in self.active_menu.widgets: for widget in self.active_menu.widgets:
if isinstance(btn, Button): if isinstance(widget, Button):
width = btn.base_image.get_width() / self.engine.renderer.window_size[0] width = widget.base_image.get_width() / self.engine.renderer.window_size[0]
height = btn.base_image.get_height() / self.engine.renderer.window_size[1] height = widget.base_image.get_height() / self.engine.renderer.window_size[1]
area_x = btn.x area_x = widget.x
area_y = btn.y area_y = widget.y
if btn.centered: if widget.centered:
area_x -= width / 2 area_x -= width / 2
area_y -= height / 2 area_y -= height / 2
self.engine.event_handler.register_button_area((area_x, area_y, width, height), btn.callback, self.engine.event_handler.register_button_area((area_x, area_y, width, height), widget.callback,
btn.area_name, widget.area_name,
btn.is_window_relative, btn.set_hover_state) widget.is_window_relative, widget.set_hover_state)
elif isinstance(widget, Slider):
self.engine.event_handler.register_slider_area(widget.cursor_size,
(widget.x, widget.y, widget.width, 0), (True, False),
widget.area_name,
widget.is_window_relative,
hover_callback=widget.set_hover_state,
motion_callback=widget.set_value)
def hide(self): def hide(self):
"""Affiche le menu actuelement à l'écran.""" """Cache le menu actuelement à l'écran."""
# On itère dans tous les bouttons pour retirer l'interaction # On itère dans tous les bouttons pour retirer l'interaction
for btn in self.active_menu.widgets: for widget in self.active_menu.widgets:
if isinstance(btn, Button): if isinstance(widget, Button):
self.engine.event_handler.remove_button_area(btn.area_name) self.engine.event_handler.remove_button_area(widget.area_name)
if isinstance(widget, Slider):
self.engine.event_handler.remove_slider_area(widget.area_name)
self.active_menu = None self.active_menu = None

View file

@ -1,13 +1,15 @@
import math import math
import random import random
from time import time_ns
from types import FunctionType
from pygame import display, image, surface, transform, draw, font from pygame import display, image, surface, transform, draw, font
from pygame.locals import RESIZABLE, SRCALPHA, FULLSCREEN from pygame.locals import RESIZABLE, SRCALPHA, FULLSCREEN
import src.engine.engine as engine import src.engine.engine as engine
from src.engine.animation import Anim from src.engine.animation import Anim
from src.engine.enums import GameState from src.engine.enums import GameState
from src.engine.menu_manager import Label, Button from src.engine.menu_manager import Label, Button, Slider
class Renderer: class Renderer:
@ -15,6 +17,7 @@ class Renderer:
def __init__(self, core: 'engine.Engine'): def __init__(self, core: 'engine.Engine'):
self.engine = core self.engine = core
self.timer = 0 # Timer local
self.window_type = RESIZABLE self.window_type = RESIZABLE
self.window_size = (display.Info().current_w, display.Info().current_h) if self.window_type == FULLSCREEN else ( self.window_size = (display.Info().current_w, display.Info().current_h) if self.window_type == FULLSCREEN else (
600, 600) 600, 600)
@ -37,6 +40,24 @@ class Renderer:
# Particules affichées # Particules affichées
self.particles = [] self.particles = []
# Varialbes du fadeout
self.fadeout_timer = 0 # Timer de fadeout
self.fadeout_is_fading = False
self.fadeout_fade_in_s = 0
self.fadeout_fade_color = (255, 255, 255)
self.fadeout_fade_opacity = 100
self.fadeout_pause = False
self.fadeout_fade_callback = None
# Variables du fadein
self.fadein_timer = 0 # Timer de fadein
self.fadein_is_fading = False
self.fadein_fade_in_s = 0
self.fadein_fade_color = (255, 255, 255)
self.fadein_fade_opacity = 100
self.fadein_pause = False
self.fadein_fade_callback = None
def emit_particles(self, x: int, y: int, w: int, h: int, count: int, min_size: int, max_size: int, def emit_particles(self, x: int, y: int, w: int, h: int, count: int, min_size: int, max_size: int,
min_speed: float, max_speed: float, min_life_time: float, max_life_time: float, min_speed: float, max_speed: float, min_life_time: float, max_life_time: float,
color: tuple[int, int, int]): color: tuple[int, int, int]):
@ -80,18 +101,40 @@ class Renderer:
def update(self, delta: float): def update(self, delta: float):
"""Fait le rendu du jeu.""" """Fait le rendu du jeu."""
self.timer -= delta
self.fadeout_timer -= delta
self.fadein_timer -= delta
if self.fadeout_timer < 0:
if self.fadeout_is_fading:
self.fadeout_is_fading = False
if self.fadeout_pause:
self.engine.entity_manager.resume()
self.fadeout_pause = False
if self.fadeout_fade_callback is not None:
self.fadeout_fade_callback()
if self.fadein_timer < 0:
if self.fadein_is_fading:
self.fadein_is_fading = False
if self.fadein_pause:
self.engine.entity_manager.resume()
self.fadein_pause = False
if self.fadein_fade_callback is not None:
self.fadein_fade_callback()
self.window.fill((255, 255, 255)) self.window.fill((255, 255, 255))
# On crée une surface qui sera ajoutée à la fenêtre apres rendered_surface pour pouvoir mettre des GUI
gui_surface = surface.Surface(display.get_window_size(), SRCALPHA)
gui_surface.fill((0, 0, 0, 0))
if self.engine.game_state == GameState.NORMAL: if self.engine.game_state == GameState.NORMAL:
# On crée une surface temporaire qui nous permettra de faire le rendu à l'échelle 1:1 # On crée une surface temporaire qui nous permettra de faire le rendu à l'échelle 1:1
rendered_surface_size = (display.get_window_size()[0] / self.engine.camera.zoom, rendered_surface_size = (display.get_window_size()[0] / self.engine.camera.zoom,
display.get_window_size()[1] / self.engine.camera.zoom) display.get_window_size()[1] / self.engine.camera.zoom)
rendered_surface = surface.Surface(rendered_surface_size) rendered_surface = surface.Surface(rendered_surface_size)
# On crée une surface qui sera ajoutée à la fenêtre apres rendered_surface pour pouvoir mettre des GUI
gui_surface = surface.Surface(display.get_window_size(), SRCALPHA)
gui_surface.fill((0, 0, 0, 0))
self.render_layer(0, rendered_surface) self.render_layer(0, rendered_surface)
self.render_layer(1, rendered_surface) self.render_layer(1, rendered_surface)
self.render_entities(rendered_surface, gui_surface, delta) self.render_entities(rendered_surface, gui_surface, delta)
@ -105,7 +148,6 @@ class Renderer:
math.ceil(rendered_surface_size[1] * self.engine.camera.zoom))), math.ceil(rendered_surface_size[1] * self.engine.camera.zoom))),
(0, 0)) (0, 0))
self.window.blit(gui_surface, (0, 0))
elif self.engine.game_state == GameState.BOSS_FIGHT: elif self.engine.game_state == GameState.BOSS_FIGHT:
self.window.fill((255, 230, 230)) self.window.fill((255, 230, 230))
@ -115,9 +157,22 @@ class Renderer:
# Rend les menus # Rend les menus
self.render_menus() self.render_menus()
if self.fadeout_is_fading != self.fadein_is_fading:
if self.fadeout_is_fading:
r, g, b = self.fadeout_fade_color
a = (1 - self.fadeout_timer / self.fadeout_fade_in_s) * self.fadeout_fade_opacity
gui_surface.fill((r, g, b, a))
if self.fadein_is_fading:
r, g, b = self.fadein_fade_color
a = self.fadein_timer / self.fadein_fade_in_s * self.fadein_fade_opacity
gui_surface.fill((r, g, b, a))
self.window.blit(gui_surface, (0, 0))
# Conteur de FPS en mode DEBUG # Conteur de FPS en mode DEBUG
if self.engine.DEBUG_MODE: if self.engine.DEBUG_MODE:
self.window.blit(font.SysFont("Arial", 20).render(f"FPS: {round(self.engine.clock.get_fps())}", True, (255, 0, 0)), self.window.blit(font.SysFont("Arial", 20).render(f"FPS: {round(1/delta if delta else 1)}, Game Status: {'Paused' if self.engine.entity_manager.paused else 'Playing'}", True, (255, 0, 0)),
(0, 0)) (0, 0))
player = self.engine.entity_manager.get_by_name('player') player = self.engine.entity_manager.get_by_name('player')
self.window.blit(font.SysFont("Arial", 20).render(f"X: {round(player.x, 2)} Y:{round(player.y, 2)}", self.window.blit(font.SysFont("Arial", 20).render(f"X: {round(player.x, 2)} Y:{round(player.y, 2)}",
@ -129,9 +184,10 @@ class Renderer:
self.window.blit(font.SysFont("Arial", 20).render(f"Track: {self.engine.sound_manager.music_current_song}", self.window.blit(font.SysFont("Arial", 20).render(f"Track: {self.engine.sound_manager.music_current_song}",
True, (255, 0, 0)), (0, 120)) True, (255, 0, 0)), (0, 120))
window_size = display.get_window_size()
# On rend maintenant toutes les zones de détection de la fenêtre # On rend maintenant toutes les zones de détection de la fenêtre
for area in self.engine.event_handler.buttons_area: for area in self.engine.event_handler.buttons_area:
window_size = display.get_window_size()
if area[2] == 0: if area[2] == 0:
draw.rect(self.window, (255, 255, 0), draw.rect(self.window, (255, 255, 0),
(area[0][0] * window_size[0], area[0][1] * window_size[0], (area[0][0] * window_size[0], area[0][1] * window_size[0],
@ -148,6 +204,58 @@ class Renderer:
draw.rect(self.window, (255, 255, 0), draw.rect(self.window, (255, 255, 0),
area[0], width=1) area[0], width=1)
for area in self.engine.event_handler.sliders_area:
if area[1] == 0:
draw.rect(self.window, (0, 255, 20),
((area[0][0]-area[0][2]/2) * window_size[0], (area[0][1]-area[0][3]/2) * window_size[0],
area[0][2] * window_size[0], area[0][3] * window_size[0]), width=1)
draw.rect(self.window, (0, 255, 200),
(area[5][0] * window_size[0], area[5][1] * window_size[0],
area[5][2] * window_size[0], area[5][3] * window_size[0]), width=1)
draw.line(self.window, (255, 0, 0),
(area[0][0] * window_size[0] - 2, area[0][1] * window_size[0]),
(area[0][0] * window_size[0] + 2, area[0][1] * window_size[0]))
draw.line(self.window, (255, 0, 0),
(area[0][0] * window_size[0], area[0][1] * window_size[0] - 2),
(area[0][0] * window_size[0], area[0][1] * window_size[0] + 2))
elif area[1] == 1:
draw.rect(self.window, (0, 255, 20),
((area[0][0]-area[0][2]/2) * window_size[1], (area[0][1]-area[0][3]/2) * window_size[1],
area[0][2] * window_size[1], area[0][3] * window_size[1]), width=1)
draw.rect(self.window, (0, 255, 200),
(area[5][0] * window_size[1], area[5][1] * window_size[1],
area[5][2] * window_size[1], area[5][3] * window_size[1]), width=1)
draw.line(self.window, (255, 0, 0),
(area[0][0] * window_size[1] - 2, area[0][1] * window_size[1]),
(area[0][0] * window_size[1] + 2, area[0][1] * window_size[1]))
draw.line(self.window, (255, 0, 0),
(area[0][0] * window_size[1], area[0][1] * window_size[1] - 2),
(area[0][0] * window_size[1], area[0][1] * window_size[1] + 2))
elif area[1] == 2:
draw.rect(self.window, (0, 255, 20),
((area[0][0]-area[0][2]/2) * window_size[0], (area[0][1]-area[0][3]/2) * window_size[1],
area[0][2] * window_size[0], area[0][3] * window_size[1]), width=1)
draw.rect(self.window, (0, 255, 200),
(area[5][0] * window_size[0], area[5][1] * window_size[1],
area[5][2] * window_size[0], area[5][3] * window_size[1]), width=1)
draw.line(self.window, (255, 0, 0),
(area[0][0]*window_size[0] - 2, area[0][1]*window_size[1]),
(area[0][0]*window_size[0] + 2, area[0][1]*window_size[1]))
draw.line(self.window, (255, 0, 0),
(area[0][0]*window_size[0], area[0][1]*window_size[1] - 2),
(area[0][0]*window_size[0], area[0][1]*window_size[1] + 2))
else:
draw.rect(self.window, (0, 255, 20),
(area[0][0]-area[0][2]//2, area[0][1]-area[0][3]//2, area[0][2], area[0][3]), width=1)
draw.rect(self.window, (0, 255, 200),
area[5], width=1)
draw.line(self.window, (255, 0, 0),
(area[0][0]-2, area[0][1]),
(area[0][0]+2, area[0][1]))
draw.line(self.window, (255, 0, 0),
(area[0][0], area[0][1]-2),
(area[0][0], area[0][1]+2))
# Rendu présent dans tous les types de jeu # Rendu présent dans tous les types de jeu
self.render_dialogs_box() self.render_dialogs_box()
@ -236,6 +344,46 @@ class Renderer:
self.window.blit(btn_image, (x, y)) self.window.blit(btn_image, (x, y))
self.window.blit(rendered_text, (x, y)) self.window.blit(rendered_text, (x, y))
elif isinstance(widget, Slider):
if widget.hovered:
slider_image = widget.hover_image
else:
slider_image = widget.base_image
rail_image = widget.rail_image
if widget.is_window_relative == 0:
slider_image = transform.scale(slider_image,
(slider_image.get_width()*window_size[0]/self.window_size[0],
slider_image.get_height()*window_size[0]/self.window_size[0]))
rail_image = transform.scale(rail_image,
(rail_image.get_width() * window_size[0] / self.window_size[0],
rail_image.get_height() * window_size[0] / self.window_size[
0]))
width = widget.width*window_size[0]
elif widget.is_window_relative == 1:
slider_image = transform.scale(slider_image,
(slider_image.get_width()*window_size[1]/self.window_size[1],
slider_image.get_height()*window_size[1]/self.window_size[1]))
rail_image = transform.scale(rail_image,
(rail_image.get_width() * window_size[1] / self.window_size[1],
rail_image.get_height() * window_size[1] / self.window_size[
1]))
width = widget.width * window_size[1]
elif widget.is_window_relative == 2:
slider_image = transform.scale(slider_image,
(slider_image.get_width()*window_size[0]/self.window_size[0],
slider_image.get_height()*window_size[1]/self.window_size[1]))
rail_image = transform.scale(rail_image,
(rail_image.get_width() * window_size[0] / self.window_size[0],
rail_image.get_height() * window_size[1] / self.window_size[
1]))
width = widget.width * min(window_size[0], window_size[1])
self.window.blit(rail_image, (x+(width-rail_image.get_width()) // 2,
y - rail_image.get_height() // 2))
self.window.blit(slider_image, (x+widget.value*width-slider_image.get_width()//2,
y-slider_image.get_height()//2))
def render_dialogs_box(self): def render_dialogs_box(self):
"""Rend la boite de dialogue lorsqu'un dialogue est lancé.""" """Rend la boite de dialogue lorsqu'un dialogue est lancé."""
@ -332,8 +480,8 @@ class Renderer:
draw.rect(rendered_surface, part[7], part_dest + (part[2], part[2])) draw.rect(rendered_surface, part[7], part_dest + (part[2], part[2]))
part[5] += delta part[5] += delta
part[0] += part[3] part[0] += part[3]*delta
part[1] += part[4] part[1] += part[4]*delta
if part[5] > part[6]: if part[5] > part[6]:
self.particles.remove(part) self.particles.remove(part)
@ -488,3 +636,27 @@ class Renderer:
(math.floor(x * self.tile_size - self.engine.camera.x + x_middle_offset), (math.floor(x * self.tile_size - self.engine.camera.x + x_middle_offset),
math.floor(y * self.tile_size - self.engine.camera.y + y_middle_offset), math.floor(y * self.tile_size - self.engine.camera.y + y_middle_offset),
self.tile_size, self.tile_size), width=1) self.tile_size, self.tile_size), width=1)
def fadeout(self, fade_s: float, fade_color: tuple[int, int, int] = (0, 0, 0), fade_opacity: int = 100, pause_world: bool = True, callback: FunctionType = None):
"""Fait un fondu vers la couleur au format : (255, 255, 255) et a l'opacité max spécifié, et dans le temps spécifié, appelle la fonction callback une fois le fadout terminé"""
self.fadein_is_fading = False
self.fadeout_timer = fade_s
self.fadeout_fade_in_s = fade_s
self.fadeout_is_fading = True
self.fadeout_fade_color = fade_color
self.fadeout_fade_opacity = round(fade_opacity * 255 / 100)
self.fadeout_pause = pause_world
self.fadeout_fade_callback = callback
self.engine.entity_manager.pause()
def fadein(self, fade_s: float, fade_color: tuple[int, int, int] = (0, 0, 0), fade_opacity: int = 100, pause_world: bool = True, callback: FunctionType = None):
"""Fait un fondu depuis la couleur au format : (255, 255, 255) et depuis l'opacité spécifié, et dans le temps spécifié, appelle la fonction callback une fois le fadout terminé"""
self.fadeout_is_fading = False
self.fadein_timer = fade_s
self.fadein_fade_in_s = fade_s
self.fadein_is_fading = True
self.fadein_fade_color = fade_color
self.fadein_fade_opacity = round(fade_opacity * 255 / 100)
self.fadein_pause = pause_world
self.fadein_fade_callback = callback
self.engine.entity_manager.pause()

View file

@ -36,6 +36,10 @@ class Game(Engine):
def start_game(self): def start_game(self):
self.game_state = GameState.NORMAL self.game_state = GameState.NORMAL
self.renderer.fadein(1, (0, 0, 0), 100, True)
def play_button_callback(self):
self.renderer.fadeout(1, (0, 0, 0), 100, True, self.start_game)
self.menu_manager.hide() self.menu_manager.hide()
self.sound_manager.music_remove_from_playlist(".\\assets\\OST\\Main Title (Y'as pas de boss la donc jpp le mettre pour un fight).mp3") self.sound_manager.music_remove_from_playlist(".\\assets\\OST\\Main Title (Y'as pas de boss la donc jpp le mettre pour un fight).mp3")
@ -45,12 +49,17 @@ class Game(Engine):
def setup_main_menu(self): def setup_main_menu(self):
"""Crée les éléments du menu principal.""" """Crée les éléments du menu principal."""
menu = Menu() menu = Menu()
menu.add_widget(Label(0.5, 0.1, "The Forest's Secret", 0.1, (0, 0, 0), True, 0)) menu.add_widget(Label(0.5, 0.1, "The Forest's Secret", 0.1, (0, 0, 0), "game_title", True, 0))
base_image = pygame.image.load("assets/textures/GUI/button_1.png").convert_alpha() btn_base_image = pygame.image.load("assets/textures/GUI/button_1.png").convert_alpha()
hover_image = pygame.image.load("assets/textures/GUI/button_2.png").convert_alpha() btn_hover_image = pygame.image.load("assets/textures/GUI/button_2.png").convert_alpha()
slider_base_image = pygame.image.load("assets/textures/GUI/slider_cursor_1.png").convert_alpha()
slider_hover_image = pygame.image.load("assets/textures/GUI/slider_cursor_2.png").convert_alpha()
slider_rail_image = pygame.image.load("assets/textures/GUI/slider_rail_1.png").convert_alpha()
menu.add_widget(Button(0.5, 0.3, "Play", 0.08, (0, 0, 0), self.play_button_callback, btn_base_image, btn_hover_image, "play_button", True, 0))
menu.add_widget(Button(0.5, 0.3, "Play", 0.08, (0, 0, 0), self.start_game, base_image, hover_image, True, 0))
self.menu_manager.register_menu(menu, "main") self.menu_manager.register_menu(menu, "main")
self.menu_manager.show("main") self.menu_manager.show("main")
@ -78,7 +87,7 @@ class Game(Engine):
player.collision_rect = [-6, -7, 6, 16] player.collision_rect = [-6, -7, 6, 16]
player.set_default_life(15) player.set_default_life(15)
player.max_speed = 1.1 player.max_speed = 64.0
self.entity_manager.set_player_entity("player") self.entity_manager.set_player_entity("player")
@ -101,7 +110,7 @@ class Game(Engine):
mob.collision_rect = [-15, -7, 12, 7] mob.collision_rect = [-15, -7, 12, 7]
mob.set_default_life(5) mob.set_default_life(5)
mob.max_speed = 1. mob.max_speed = 60.
mob.x, mob.y = 1600, 16 mob.x, mob.y = 1600, 16